Mozzie
Mozzie
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@GoshJosh said:
Well to be fair, killers also had machine gun build and instant kill moris back in the day. So yeah there have been some major balance changes for both sides. Killer is in its best state to date.
And brand new part insta completed gens.... we can go back and forth on this. I don't agree that killers are in their best state. Killers were at their best around the time of old Ruin.
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How do you define winning? Face camping a survivor is really only viable on a bubba. Even if you managed to kill all 4 survivors I'm not even sure if you black pip if you catch the first survivor early on and do nothing but stand at hook.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2463629#Comment_2463629
If you would do that, the Killer would be unable to patrol them on some Maps. The Killer should not have to let a Survivor go, just because they choose the wrong Exit Gate and dont have time to go to the other.
IMO the Gates should be as far away from each other so that Killers have to walk a specific minimum to see the Switches, but also not as far away from each other that Killers cannot patrol them.
Like, sometimes the Gates spawn on the same Wall (or at the same Corner) and the Hatch even in front of one of them. As Survivor you only think "I am die, thank you forever" or something like that.
Or, I have also seen that the Hatch was far away from both Gates and the Gates were on opposite sites on the Asylum-Map. I was playing Pig, obviously the Survivor got away, because there was no possibility to reach one of the Gates in time (they were standing at one of them already).
They might need to get rid of Exit Gate-RNG OR at least decrease it.
So let's get specific here, what is a fair distance across all maps? Let's say a survivor is waiting(hiding) at one gate. As soon as the killer has LOS of the gate switch then doubles back to the other gate should he be able to get back to the original gate before it is opened?
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Seeing as there are at least 4 sides per map, I wonder if exit gates could be programmed to spawn on the furthest side, or at least not on the same side. Maybe there is a reason for this?
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Dark Devotion on Hag. it can create so much hilarious chaos.
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@Zozzy said:
https://forum.deadbydaylight.com/en/discussion/comment/2450499#Comment_2450499
Trickle down potential bro. If tournament swf can beat most killers with 0 deaths and even 0 hooks, then a decent swf will beat most killers with 0-1 deaths and a couple of hooks.
There is a hard wall that all killers hit and then start to rely on a "weak link" in the survivors to get any gameplay. What if there isn't a weak link?
I can't wait for mmr, sadly it looks like they are going to ruin it to appease to streamers.
MMR unfortunately needs to happen. It's the only way the glaring issues will be dealt with. Of course the statistics will be hidden from us, of course.
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@Poochkips said:
https://forum.deadbydaylight.com/en/discussion/comment/2463230#Comment_2463230
I was legitimately complimenting people.Survivors have been nutty lately. Good on them, I've had times where It just seemed too easy getting to Rank 1 and survivors were making a lot of mistakes etc. They seem like they've gotten crazy decent recently. Most are on top of gens at all times.
I only started playing the game again recently so I can't say for certain but I presume it's possible they are selecting people at random to test mmr data before it goes live. You might be one of those chosen.
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Always, also oftentimes in 3man swf too. It's just too convenient.
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Talk about a choice between bad and ugly....
If I'm playing killer it'll depend on which killer as the maps play different. Blight is atrocious on RPD, whereas Wraith or ghostface probably have a much better time.
As survivor I would say they're about equal. It's quite difficult to traverse RPD and for that reason I would think Killers in general would struggle here more, against a solo queue team haddonfield is probably easier to survive.
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I think they are a good step in a direction I don't think BHVR are bold enough to go. I think instead of generic pallets spread all over maps there should be objects within the environment survivors can interact with to 'reinforce' doors or stuff in rooms they can knock over to block pathways, ya know, something a little more organic than pallets.
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If candyman was coming you'd think he would have came out at the time of movie release. Perhaps they're waiting for a bluray/home release? So he could be next chapter, kinda doubt it though.
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I can only speak from my survivor viewpoint since I do not own Nemesis but they are incredibly easy to kite away from gens, even on indoor maps. I mean you can see and hear them from a great distance. You can kite them into collision to get stuck.
The only time I've found them to be annoying is when I had bad teammates bring them back to a gen. I'd have to play as Nemesis to say for sure what I think needs tweaked but just about every solo queue game I had against him I escaped, if that means anything.
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BBQ alone on killer will net you a maximum of 64,000 bloodpoints alone before any offering. This is the most important thing for farming blood points. This stacked with pudding or gattaeu's, dailies(up to 45k) and challenges(up to 50k) can net you a maximum of (I believe) 228,000 at most per match.
I suggest focusing on unlocking BBQ (if you don't have it yet) then leveling up a killer you think you'd like to play as. Your goal should be to get at least the 64k per match. With a random bp offering even if you don't flawless the round you'll still get a relatively decent amount if you leave no one alive.
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I remember a time when we used to make jokes and laugh about them needing to nerf wraith. If the majority now feel wraith needs a nerf maybe it's time to consider BHVR cut killers too deep with their 'balancing'.
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@GannTM said:
https://forum.deadbydaylight.com/en/discussion/comment/2458534#Comment_2458534
Well Wraith right now is already the killer that’s getting the most complaints.
Never thought I'd see the day.....
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From my understanding the code in which the game has been cobbled together with is to such an extent that when they add new code it quite often breaks many other features. I would imagine if BHVR were to start working on a DBD2 they would probably build the game from the ground up. Unlike OW2 that already is built upon a pretty stable foundation it's unlikely that a rebuilt DBD2 could be compatible with the original.
I suspect that BHVR would probably work on a totally different IP they could make profitable first before risking a DBD2. In all honesty a potential DBD2 would be better off for it as well. If the developers could get more experience with different game design elements prior to it could help make DBD2 a more in depth game.
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I don't think it would be a bad idea to have a different gen requirement per map, with the average being 5.
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Okay you win, what do you want me to say dude?
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2453593#Comment_2453593
Not in the remake continuity where DBD Jill comes from, I don't think
I think that's old og RE2 continuity
Hey let's not get into multiverses here! The fact remains one cannon instance they are married.
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@Elena said:
https://forum.deadbydaylight.com/en/discussion/comment/2453593#Comment_2453593
Let's not forget that Chris and Claire are brother and sister.
Edit: I just realised you were talking about original characters, nevermind.
No honestly I forgot about Claire, haha or I would have mentioned it. That's a fair point.
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I've had someone use my name in a lobby before. I took a SS of everyone in the lobby if something were to come of it. I don't think you were hacked. It's some script kiddie spoofing your username in the chat field.
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Jill Valentine is married to Chris Redfield so I'd say that counts. I'm sure one of the guys will end up with Nancy from Stranger Things.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2453368#Comment_2453368
TBH that almost seems preferable but it still has the issue of requiring nothing from the killer for such a strong effect.
The way I feel about NOED is the same way I feel about if Devour didn't require hooks, or if Myers could use a Tombstone without stalking. It's unearned.
And again my point is that many, many perks that survivor's use to change the dynamic of a game also feel unearned. I don't like NOED, I'll agree that I feel it is for bad or 'less experienced' killers to get familiar with the game. But in order for a killer to use NOED two prerequisites must be done:
- Survivors rushing gens, not taking the time for bones
- Survivors make it to gates and killer catches one in it
I can only speak from my experience. When I was using NOED it wasn't a hex yet, I stopped using it gradually as I learned to consistently 4k before the last gen is done. I must say it's definitely useful against survivors who refuse to leave. When I'm playing survivor and the rest of my team runs in to save hook with NOED up I simply leave, if they aren't going to bother with getting it down and just want to run in and die they'll be doing that without me.
I'd also like to add that this game is unfair, it always will be. It's an asymmetrical party game. I could go on a rant about game changing survivor perks but it's a waste of energy.
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@thefallenloser said:
https://forum.deadbydaylight.com/en/discussion/comment/2453268#Comment_2453268
Did you... even read the post?
I read your post. I understand where you're coming from. The design of this game is simplistic, you can also make an argument that a majority of the survivor perks used do not earn their effect. Many of which can be game changers.
As with all Hex perks, NOED could be a completely wasted perk slot. With how popular ruin/undying still is in the meta by doing bones you can terminate two of a killers perks very quickly. The whole point of a Hex perk is it's supposed to be a high risk vs reward. If you'd like to revert NOED back to it's 120 second origins non-Hex I don't think you'll hear too many arguments from killers.
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I don't like the concept of stretching DBD into Franchises that have had projects in the ESRB TEEN ratings. Sends the wrong message. Also, Dracula and all the old Universal classic monsters are royalty free, I believe. If they wanted Dracula in the game they sure as hell wouldn't pay for it.
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Because I'm a glutton for punishment and being disappointed. Second choice: Licensed Characters.
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@shinobu149 said:
I know pennywise has been a popular option (I would love him in the game as well) but what about Kefka could he be a good fit?
The fact that I don't know immediately who you're referring to tells me that he isn't worthy of being licensed DLC. This is a Final Fantasy character? Come on, dude.
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The reality is BHVR would screw with all of Myer's most interesting addons if they did anything considerable with his power, so I think I'd prefer they didn't touch him at all. If they could be trusted with actually doing a good job I might have a change of heart but all the previous 'balance passes' have not been impressive.
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I also added balancing and quality of life updates to my answer for optimizing. Several TLC patches are needed.
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@Phasmamain said:
I really liked it and was sad they got rid of it. It was a compromise to the people who want p3 on all cosmetics
Why can't they just make P3 an 'effect' like a decal instead of a whole outfit? Similar to charms. That way players can put their prestige on purchased outfits. It would probably make them a lot more money in the store if this was the case....
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As you say it depends on what the circumstances are. If I'm hooked and all my teammates are crouch walking around the map aimlessly I might kill myself on hook, if it's really going bad. It largely depends on how well gens are going. If my team is refusing to do gens and letting other teammates go to second stage if I'm in the chase then I'll usually tap gens to keep the killer occupied but I start planning for hatch usually.
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As killer I can get players with 4k+ hours each, especially at night, so I can't imagine it could be much worse. But I could be wrong....
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@Hoodied said:
I am working on an indepth rework to Pyramid Head's entire add-on selection as he doesn't have incredibly useful add-ons, with some being used to zone for longer while others are better at hitting from a range which can be really unfun to face.
My goal for these add-ons to be changed is to try and make the add-ons more descriptive on what they do and changing how some work overall, I might tweak his power if I need to
You have a pretty extensive post history so I have to ask... Have you ever interacted with a developer on these forums about anything regarding balance and they then implemented said balance into the game? I've seen a lot of people put a great deal of effort into reworking addon's, perks, item's & killer power but I haven't seen any evidence that the developers took their suggestions to heart and implemented it.
Do you know of any examples?
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Self Care is a perk that always gets overlooked as a 'noob perk'. While not so necessary when playing in trios or quad SWF Self Care only takes 16 seconds longer than having another survivor heal you, which IMO makes it a must have for solo or duos. The time it takes to run and find a teammate to heal you while also balling up survivors, which makes the killers job easier, is completely negated with Self care. I can't tell you how many solo queue injured players I've seen run over to unhook somebody else only to go down a moment later. It happens all the time because they are not running a healing perk they can use beforehand and do not know where the other survivors are. This reason alone snowballs more solo queue matches than anything else.
Self care was the first, and still best, healing perk in the game. As an added benefit you gain 20% more charges for your medkit to use to speed up heals on yourself or other teammates, something that frankly should be removed from the perk as it's the only unconditional heal in the game.
Don't listen to people who say it's too slow, it isn't. I've played since beta and Self care is a must have for the solo player.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2444110#Comment_2444110
Until you come across a Jeff wearing this skin that comes around the corner.
I'm not saying they shouldn't add it, I think it would be awesome. I'm just give you the reason why they won't do it. It's a moot point anyways because they don't have the army of darkness license.
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@Pilot said:
https://forum.deadbydaylight.com/en/discussion/comment/2444080#Comment_2444080
Too killer appearing, you say?
I don't think goth/Juggalo's count as looking like a killer 😉.
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Even if they got licensing rights for army of darkness material I would assume their excuse would be that they'd chose against this because it's 'too killer appearing' and baby survivors would get confused lol.
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2443878#Comment_2443878
Probably POP... Or NOED... Probably NOED since it can be cleansed.
Come back and let us know how well it works for you.
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@Rez_Marsiel said:
https://forum.deadbydaylight.com/en/discussion/comment/2443427#Comment_2443427
30 seconds isn't a lot of time... ok we have a clown. Yeah it's true 30 seconds might not seem like much, but in a game where EVERY SINGLE SECOND MATTERS, there's NO argument. Travel time between gen = time you aren't really doing anything for the team.
My point is that you are making the assumption that it stops any survivors for doing anything productive for 30 seconds. In games I've played against deadlock I've done the following:
- Moved onto the next generator (typically one closest so I can hear if the killer is even bothering to check the gen or not)
- Move to position myself to unhook a survivor
- sought out/did bones
- Opened a chest to get an item to help move the game forward
As soon as the killer leaves patroling, if they ever show up at all. I usually just go back to the gen and continue or leave it for someone else to complete later if killer didn't show up.
I respect that you think this is going to be the next meta perk that tourney players are dying to get their hands on. I'll ask the question again. You're a killer in a tournament, which perk are you replacing for Deadlock?
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@TheGamingShaz said:
So recently I’ve fallen back in love with DBD and that’s mainly thanks to playing killer. I may not get the 4K every game but I am having fun and that’s the main thing, however, I’ve finally come across the type of survivors I see killer mains complaining about and my question is just simply why are survivors like this?
I was doing an old archive challenge that made me play as Trapper, I’m not good at all with him, I hardly play him (I’m a Pig and Nemesis main) but I want to do all the challenges so I played as him. I was enjoying myself somewhat until the end.
I think I got like 1 hook but I wasn’t really bothered, more concerned about the challenge, didn’t help that the survivors brought me to RPD but that’s not what got me, what got me is this. They were all at the gate and they opened it, I thought okay fair enough they’re out, I’m just gonna let them waste their own time and I’ll just keep resetting traps for a few extra points, the survivors then proceeded to COME BACK and start trying to blind me and clicky click their flashlights.
i don’t usually complain about flashlights because during the game it’s understandable, annoying but I get it, but at the point of the gates being opened and all the survivors are there, the game is over and there’s no need for that crap.
Its honestly survivors like that, that ruin the game for everyone else.
Don't worry, you keep practicing. One day you'll be going up against another team that'll try to get a rise out of you once again. But this time you'll be ready and you'll leave them all slugged.
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That the developers are trying to balance out two different games and pretend they're the same.
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@konchok said:
https://forum.deadbydaylight.com/en/discussion/comment/2443550#Comment_2443550
Mozzie, right now killers kill well above 2 survivors on average. If you're not managing that yourself that's you bud. How easy do they have to make killer for you personally to get more than 2 kills on average?
I typically 4k, but I also have 2k+ hours invested in the game. My remarks are not from data that BHVR put out, or from personal experience, but from statements they've made for several years or from streams that allude to a 2 survivors per game balance.
Additionally, I happen to know for a fact that the game tracks statistics, to a great degree; why not make them publicly available?
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The problem I feel is how the developers see the term of "balance" in their game. In their eyes, an average of 2 survivors should be able to escape the match. I disagree with that philosophy.
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@Rez_Marsiel said:
The perk allows you to camp, eliminating the first person from the game ASAP. Deadlock will prevent the gens from flying as you're doing this. Once the first person is dead, I'd be surprised if less than 3 gens remain, especially because most tourney players run corrupt. Combining the 2 will NOT be a shift in the META, but will strengthen the current META, If you catch my drift.
Anyway, that's all I wanted to say.
You are grossly overstating the value of this perk. 30 seconds isn't a long time. When I face Deadlock I simply run to the next gen and start working on it or focus on another short objective needing completed. I suspect you will rarely see this perk played in a tournament. What perk do you think people will replace it with?
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@WexlerWendigo said:
https://forum.deadbydaylight.com/en/discussion/comment/2441929#Comment_2441929
Yeah this is why I never use it
Then why are you provoking a losing argument?
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I suppose they felt the running/dashing characteristic was already done to death with Legion/Demogorgon/Blight... People would have complained about that just as much.
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P3ing is the easy part, P3ing with all the perks is where you really feel the pain. Welcome to my sweet embrace of suffering.
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Nope, that's why killers are a bad expense at retail price. They can nerf your favorite killer to the ground and you can't do much about it. You can always use a credit card to try it out with and it might be possible to issue a chargeback.
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@Michi said:
This means that some of the hex perks we have ignite under specific conditions.
As example: 3rd seal ignites a dull Totem for each surv you hit the first time so that each surv has their own Personal totem that makes them blind
Or huntress lullaby ignites a dull Totem every time you gain a token on it and as long as atleast one instance of huntress lullaby is still existing (5 token = 5 lit totems). Lullaby would then be harder to get rid of if you dont care about it early + it would be much more viable next to devour hope (since they have very similar activation conditions)
I agree Michi. The risk vs reward isn't really there for totems anymore. There isn't enough reward for having a perk be potentially permanently disabled near the start of the match. If the Hexes were stronger I'd disagree but they're not.
